If updateMipmaps
is true
, the mipmap levels are recalculated as well, using
the base level as a source. Usually you want to use true
in all cases except when
you've modified the mip levels yourself using SetPixels.
By default updateMipmaps
is set to true
.
makeNoLongerReadable
is true
, texture will be marked as no longer readable
and memory will be freed after uploading to GPU.
By default makeNoLongerReadable
is set to false
.This is a potentially expensive operation, so you'll want to change as many pixels
as possible between Apply
calls.The texture has to have Is Readable flag set in the import settings.
function Start () { // Create a new texture and assign it to the renderer's material var texture = new Texture2D(128, 128); renderer.material.mainTexture = texture; // Fill the texture with Sierpinski's fractal pattern! for (var y : int = 0; y < texture.height; ++y) { for (var x : int = 0; x < texture.width; ++x) { var color = (x&y) ? Color.white : Color.gray; texture.SetPixel (x, y, color); } } // Apply all SetPixel calls texture.Apply(); }
using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { void Start() { Texture2D texture = new Texture2D(128, 128); renderer.material.mainTexture = texture; int y = 0; while (y < texture.height) { int x = 0; while (x < texture.width) { Color color = ((x & y) ? Color.white : Color.gray); texture.SetPixel(x, y, color); ++x; } ++y; } texture.Apply(); } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): def Start() as void: texture as Texture2D = Texture2D(128, 128) renderer.material.mainTexture = texture y as int = 0 while y < texture.height: x as int = 0 while x < texture.width: color as Color = (Color.white if (x & y) else Color.gray) texture.SetPixel(x, y, color) ++x ++y texture.Apply()